Add a Hotkey class for user-configurable keys. Fixes #3779.
Users can now define and use hotkeys that include modifiers (ctrl/meta/shift/alt).
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@@ -146,8 +146,10 @@ namespace OpenRA.Mods.RA.Widgets
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public override bool HandleKeyPress(KeyInput e)
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{
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if (e.Event == KeyInputEvent.Up) return false;
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if (KeycodeExts.DisplayString(e.Key) == Game.Settings.Keys.CycleTabsKey)
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if (e.Event == KeyInputEvent.Up)
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return false;
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if (Hotkey.FromKeyInput(e) == Game.Settings.Keys.CycleTabsKey)
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{
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TabChange(e.Modifiers.HasModifier(Modifiers.Shift));
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return true;
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@@ -335,22 +335,13 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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return true;
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}
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void SetupKeyBinding(ScrollItemWidget keyWidget, string description, Func<string> getValue, Action<string> setValue)
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void SetupKeyBinding(ScrollItemWidget keyWidget, string description, Func<Hotkey> getValue, Action<Hotkey> setValue)
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{
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keyWidget.Get<LabelWidget>("FUNCTION").GetText = () => description;
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var textBox = keyWidget.Get<TextFieldWidget>("HOTKEY");
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textBox.Text = getValue();
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textBox.OnLoseFocus = () =>
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{
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textBox.Text.Trim();
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if (textBox.Text.Length == 0)
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textBox.Text = getValue();
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else
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setValue(textBox.Text);
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};
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textBox.OnEnterKey = () => { textBox.YieldKeyboardFocus(); return true; };
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var keyEntry = keyWidget.Get<HotkeyEntryWidget>("HOTKEY");
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keyEntry.Key = getValue();
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keyEntry.OnLoseFocus = () => setValue(keyEntry.Key);
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}
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static bool ShowRendererDropdown(DropDownButtonWidget dropdown, GraphicSettings s)
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Widgets
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public OrderButtonWidget()
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{
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GetImage = () => Enabled() ? Pressed() ? "pressed" : "normal" : "disabled";
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GetDescription = () => Key != null ? "{0} ({1})".F(Description, Key.ToUpper()) : Description;
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GetDescription = () => Key != Hotkey.Invalid ? "{0} ({1})".F(Description, Key.DisplayString()) : Description;
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GetLongDesc = () => LongDesc;
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}
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@@ -45,38 +45,39 @@ namespace OpenRA.Mods.RA.Widgets
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bool ProcessInput(KeyInput e)
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{
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if (e.Modifiers == Modifiers.None && e.Event == KeyInputEvent.Down)
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if (e.Event == KeyInputEvent.Down)
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{
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var key = Hotkey.FromKeyInput(e);
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var ks = Game.Settings.Keys;
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if (KeycodeExts.DisplayString(e.Key) == ks.CycleBaseKey)
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if (key == ks.CycleBaseKey)
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return CycleBases();
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if (KeycodeExts.DisplayString(e.Key) == ks.ToLastEventKey)
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if (key == ks.ToLastEventKey)
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return ToLastEvent();
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if (KeycodeExts.DisplayString(e.Key) == ks.ToSelectionKey)
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if (key == ks.ToSelectionKey)
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return ToSelection();
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// Put all functions that aren't unit-specific before this line!
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if (!world.Selection.Actors.Any())
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return false;
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if (KeycodeExts.DisplayString(e.Key) == ks.AttackMoveKey)
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if (key == ks.AttackMoveKey)
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return PerformAttackMove();
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if (KeycodeExts.DisplayString(e.Key) == ks.StopKey)
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if (key == ks.StopKey)
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return PerformStop();
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if (KeycodeExts.DisplayString(e.Key) == ks.ScatterKey)
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if (key == ks.ScatterKey)
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return PerformScatter();
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if (KeycodeExts.DisplayString(e.Key) == ks.DeployKey)
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if (key == ks.DeployKey)
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return PerformDeploy();
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if (KeycodeExts.DisplayString(e.Key) == ks.StanceCycleKey)
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if (key == ks.StanceCycleKey)
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return PerformStanceCycle();
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if (KeycodeExts.DisplayString(e.Key) == ks.GuardKey)
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if (key == ks.GuardKey)
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return PerformGuard();
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}
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